Changes the name of the array shadow renderer to InPassShadowRenderer. Also addressed some comments on the PR
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54ef6ec280
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/* |
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* Copyright (c) 2009-2016 jMonkeyEngine |
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* All rights reserved. |
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* |
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* Redistribution and use in source and binary forms, with or without |
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* modification, are permitted provided that the following conditions are |
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* met: |
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* |
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* * Redistributions of source code must retain the above copyright |
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* notice, this list of conditions and the following disclaimer. |
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* |
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* * Redistributions in binary form must reproduce the above copyright |
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* notice, this list of conditions and the following disclaimer in the |
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* documentation and/or other materials provided with the distribution. |
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* |
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* * Neither the name of 'jMonkeyEngine' nor the names of its contributors |
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* may be used to endorse or promote products derived from this software |
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* without specific prior written permission. |
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* |
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED |
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR |
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF |
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING |
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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*/ |
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package com.jme3.material.logic; |
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import com.jme3.asset.AssetManager; |
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import com.jme3.light.DirectionalLight; |
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import com.jme3.light.Light; |
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import com.jme3.light.LightList; |
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import com.jme3.light.PointLight; |
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import com.jme3.light.SpotLight; |
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import com.jme3.material.TechniqueDef; |
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import com.jme3.math.Matrix4f; |
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import com.jme3.math.Vector3f; |
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import com.jme3.renderer.Caps; |
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import com.jme3.renderer.RenderManager; |
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import com.jme3.renderer.Renderer; |
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import com.jme3.shader.DefineList; |
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import com.jme3.shader.Shader; |
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import com.jme3.shader.Uniform; |
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import com.jme3.shader.VarType; |
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import com.jme3.shadow.next.array.ArrayShadowMap; |
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import com.jme3.shadow.next.array.ArrayShadowMapSlice; |
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import com.jme3.shadow.next.array.DirectionalArrayShadowMap; |
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import com.jme3.shadow.next.array.PointArrayShadowMap; |
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import com.jme3.shadow.next.array.SpotArrayShadowMap; |
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import com.jme3.shadow.next.array.SpotArrayShadowMapSlice; |
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import com.jme3.texture.TextureArray; |
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import java.util.EnumSet; |
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public class ShadowStaticPassLightingLogic extends StaticPassLightingLogic { |
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private static final String DEFINE_NUM_PSSM_SPLITS = "NUM_PSSM_SPLITS"; |
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private static final String DEFINE_NUM_SHADOW_DIR_LIGHTS = "NUM_SHADOW_DIR_LIGHTS"; |
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private static final String DEFINE_NUM_SHADOW_POINT_LIGHTS = "NUM_SHADOW_POINT_LIGHTS"; |
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private static final String DEFINE_NUM_SHADOW_SPOT_LIGHTS = "NUM_SHADOW_SPOT_LIGHTS"; |
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private final int numPssmSplitsDefineId; |
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private final int numShadowDirLightsDefineId; |
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private final int numShadowPointLightsDefineId; |
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private final int numShadowSpotLightsDefineId; |
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private int numShadowDirLights = 0; |
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private int numShadowPointLights = 0; |
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private int numShadowSpotLights = 0; |
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public ShadowStaticPassLightingLogic(TechniqueDef techniqueDef) { |
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super(techniqueDef); |
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numPssmSplitsDefineId = techniqueDef.addShaderUnmappedDefine(DEFINE_NUM_PSSM_SPLITS, VarType.Int); |
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numShadowDirLightsDefineId = techniqueDef.addShaderUnmappedDefine(DEFINE_NUM_SHADOW_DIR_LIGHTS, VarType.Int); |
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numShadowPointLightsDefineId = techniqueDef.addShaderUnmappedDefine(DEFINE_NUM_SHADOW_POINT_LIGHTS, VarType.Int); |
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numShadowSpotLightsDefineId = techniqueDef.addShaderUnmappedDefine(DEFINE_NUM_SHADOW_SPOT_LIGHTS, VarType.Int); |
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} |
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@Override |
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protected void makeCurrentBase(AssetManager assetManager, RenderManager renderManager, |
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EnumSet<Caps> rendererCaps, LightList lights, DefineList defines) { |
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tempDirLights.clear(); |
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tempPointLights.clear(); |
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tempSpotLights.clear(); |
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ambientLightColor.set(0, 0, 0, 1); |
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numShadowDirLights = 0; |
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numShadowPointLights = 0; |
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numShadowSpotLights = 0; |
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int pssmSplits = 0; |
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for (Light light : lights) { |
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switch (light.getType()) { |
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case Directional: |
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if (light.getShadowMap() != null) { |
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pssmSplits = light.getShadowMap().getNumSlices(); |
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tempDirLights.add(numShadowDirLights, (DirectionalLight) light); |
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numShadowDirLights++; |
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} else { |
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tempDirLights.add((DirectionalLight) light); |
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} |
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break; |
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case Point: |
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if (light.getShadowMap() != null) { |
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tempPointLights.add(numShadowPointLights, (PointLight) light); |
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numShadowPointLights++; |
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} else { |
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tempPointLights.add((PointLight) light); |
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} |
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break; |
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case Spot: |
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if (light.getShadowMap() != null) { |
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tempSpotLights.add(numShadowSpotLights, (SpotLight) light); |
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numShadowSpotLights++; |
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} else { |
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tempSpotLights.add((SpotLight) light); |
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} |
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break; |
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case Ambient: |
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ambientLightColor.addLocal(light.getColor()); |
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break; |
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} |
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} |
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ambientLightColor.a = 1.0f; |
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defines.set(numDirLightsDefineId, tempDirLights.size() - numShadowDirLights); |
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defines.set(numPointLightsDefineId, tempPointLights.size() - numShadowPointLights); |
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defines.set(numSpotLightsDefineId, tempSpotLights.size() - numShadowSpotLights); |
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defines.set(numShadowDirLightsDefineId, numShadowDirLights); |
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defines.set(numShadowPointLightsDefineId, numShadowPointLights); |
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defines.set(numShadowSpotLightsDefineId, numShadowSpotLights); |
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defines.set(numPssmSplitsDefineId, pssmSplits); |
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} |
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@Override |
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protected void updateShadowUniforms(Renderer renderer, Shader shader, int nextTextureUnit) { |
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TextureArray array = null; |
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Vector3f pssmSplits = null; |
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Uniform shadowMatricesUniform = shader.getUniform("g_ShadowMatrices"); |
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shadowMatricesUniform.setMatrix4Length( |
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numShadowDirLights * 4 + |
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numShadowPointLights * 6 + |
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numShadowSpotLights); |
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int shadowMatrixIndex = 0; |
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for (int i = 0; i < numShadowDirLights; i++) { |
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DirectionalArrayShadowMap map = (DirectionalArrayShadowMap) tempDirLights.get(i).getShadowMap(); |
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array = map.getArray(); |
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pssmSplits = map.getProjectionSplitPositions(); |
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for (int j = 0; j < map.getNumSlices(); j++) { |
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ArrayShadowMapSlice slice = (ArrayShadowMapSlice) map.getSlice(j); |
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shadowMatricesUniform.setMatrix4InArray( |
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slice.getBiasedViewProjectionMatrix(), |
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shadowMatrixIndex); |
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shadowMatrixIndex++; |
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} |
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} |
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for (int i = 0; i < numShadowPointLights; i++) { |
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PointArrayShadowMap map = (PointArrayShadowMap) tempPointLights.get(i).getShadowMap(); |
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array = map.getArray(); |
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for (int j = 0; j < map.getNumSlices(); j++) { |
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ArrayShadowMapSlice slice = (ArrayShadowMapSlice) map.getSlice(j); |
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shadowMatricesUniform.setMatrix4InArray( |
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slice.getBiasedViewProjectionMatrix(), |
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shadowMatrixIndex); |
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shadowMatrixIndex++; |
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} |
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} |
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for (int i = 0; i < numShadowSpotLights; i++) { |
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SpotArrayShadowMap map = (SpotArrayShadowMap) tempSpotLights.get(i).getShadowMap(); |
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array = map.getArray(); |
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SpotArrayShadowMapSlice slice = map.getSlice(0); |
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shadowMatricesUniform.setMatrix4InArray( |
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slice.getBiasedViewProjectionMatrix(), |
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shadowMatrixIndex); |
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shadowMatrixIndex++; |
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} |
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if (array != null) { |
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renderer.setTexture(nextTextureUnit, array); |
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Uniform shadowMapArrayUniform = shader.getUniform("g_ShadowMapArray"); |
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shadowMapArrayUniform.setValue(VarType.Int, nextTextureUnit); |
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} |
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if (pssmSplits != null) { |
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Uniform pssmSplitsUniform = shader.getUniform("g_PssmSplits"); |
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pssmSplitsUniform.setValue(VarType.Vector3, pssmSplits); |
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} |
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} |
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} |
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@ -1,191 +0,0 @@ |
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/* |
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* Copyright (c) 2009-2015 jMonkeyEngine |
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* All rights reserved. |
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* |
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* Redistribution and use in source and binary forms, with or without |
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* modification, are permitted provided that the following conditions are |
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* met: |
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* |
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* * Redistributions of source code must retain the above copyright |
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* notice, this list of conditions and the following disclaimer. |
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* |
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* * Redistributions in binary form must reproduce the above copyright |
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* notice, this list of conditions and the following disclaimer in the |
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* documentation and/or other materials provided with the distribution. |
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* |
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* * Neither the name of 'jMonkeyEngine' nor the names of its contributors |
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* may be used to endorse or promote products derived from this software |
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* without specific prior written permission. |
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* |
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED |
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR |
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF |
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING |
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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*/ |
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package com.jme3.material.logic; |
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import com.jme3.asset.AssetManager; |
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import com.jme3.light.DirectionalLight; |
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import com.jme3.light.Light; |
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import com.jme3.light.LightList; |
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import com.jme3.light.PointLight; |
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import com.jme3.light.SpotLight; |
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import com.jme3.material.TechniqueDef; |
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import com.jme3.math.ColorRGBA; |
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import com.jme3.math.Matrix4f; |
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import com.jme3.math.Vector3f; |
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import com.jme3.renderer.Caps; |
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import com.jme3.renderer.RenderManager; |
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import com.jme3.renderer.Renderer; |
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import com.jme3.scene.Geometry; |
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import com.jme3.shader.DefineList; |
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import com.jme3.shader.Shader; |
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import com.jme3.shader.Uniform; |
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import com.jme3.shader.VarType; |
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import java.util.ArrayList; |
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import java.util.EnumSet; |
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/** |
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* Rendering logic for static pass. |
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* |
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* @author Kirill Vainer |
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*/ |
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public class StaticPassLightingLogic extends DefaultTechniqueDefLogic { |
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protected static final String DEFINE_NUM_DIR_LIGHTS = "NUM_DIR_LIGHTS"; |
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protected static final String DEFINE_NUM_POINT_LIGHTS = "NUM_POINT_LIGHTS"; |
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protected static final String DEFINE_NUM_SPOT_LIGHTS = "NUM_SPOT_LIGHTS"; |
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protected final int numDirLightsDefineId; |
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protected final int numPointLightsDefineId; |
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protected final int numSpotLightsDefineId; |
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protected final ColorRGBA ambientLightColor = new ColorRGBA(0, 0, 0, 1); |
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protected final Vector3f tempPosition = new Vector3f(); |
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protected final Vector3f tempDirection = new Vector3f(); |
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protected final ArrayList<DirectionalLight> tempDirLights = new ArrayList<>(); |
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protected final ArrayList<PointLight> tempPointLights = new ArrayList<>(); |
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protected final ArrayList<SpotLight> tempSpotLights = new ArrayList<>(); |
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public StaticPassLightingLogic(TechniqueDef techniqueDef) { |
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super(techniqueDef); |
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numDirLightsDefineId = techniqueDef.addShaderUnmappedDefine(DEFINE_NUM_DIR_LIGHTS, VarType.Int); |
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numPointLightsDefineId = techniqueDef.addShaderUnmappedDefine(DEFINE_NUM_POINT_LIGHTS, VarType.Int); |
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numSpotLightsDefineId = techniqueDef.addShaderUnmappedDefine(DEFINE_NUM_SPOT_LIGHTS, VarType.Int); |
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} |
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protected void makeCurrentBase(AssetManager assetManager, RenderManager renderManager, |
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EnumSet<Caps> rendererCaps, LightList lights, DefineList defines) { |
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// TODO: if it ever changes that render isn't called
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// right away with the same geometry after makeCurrent, it would be
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// a problem.
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// Do a radix sort.
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tempDirLights.clear(); |
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tempPointLights.clear(); |
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tempSpotLights.clear(); |
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ambientLightColor.set(0, 0, 0, 1); |
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for (Light light : lights) { |
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switch (light.getType()) { |
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case Directional: |
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tempDirLights.add((DirectionalLight) light); |
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break; |
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case Point: |
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tempPointLights.add((PointLight) light); |
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break; |
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case Spot: |
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tempSpotLights.add((SpotLight) light); |
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break; |
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case Ambient: |
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ambientLightColor.addLocal(light.getColor()); |
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break; |
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} |
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} |
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ambientLightColor.a = 1.0f; |
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defines.set(numDirLightsDefineId, tempDirLights.size()); |
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defines.set(numPointLightsDefineId, tempPointLights.size()); |
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defines.set(numSpotLightsDefineId, tempSpotLights.size()); |
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} |
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@Override |
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public Shader makeCurrent(AssetManager assetManager, RenderManager renderManager, |
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EnumSet<Caps> rendererCaps, Geometry geometry, DefineList defines) { |
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LightList lights = getFilteredLightList(renderManager, geometry); |
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makeCurrentBase(assetManager, renderManager, rendererCaps, lights, defines); |
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return techniqueDef.getShader(assetManager, rendererCaps, defines); |
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} |
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protected void updateLightListUniforms(Matrix4f viewMatrix, Shader shader) { |
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Uniform ambientColor = shader.getUniform("g_AmbientLightColor"); |
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ambientColor.setValue(VarType.Vector4, ambientLightColor); |
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Uniform lightData = shader.getUniform("g_LightData"); |
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int totalSize = tempDirLights.size() * 2 |
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+ tempPointLights.size() * 2 |
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+ tempSpotLights.size() * 3; |
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lightData.setVector4Length(totalSize); |
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int index = 0; |
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for (SpotLight light : tempSpotLights) { |
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ColorRGBA color = light.getColor(); |
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float lightTypeAndShadowMap = encodeLightTypeAndShadowMapIndex(light); |
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lightData.setVector4InArray(color.r, color.g, color.b, lightTypeAndShadowMap, index++); |
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tempPosition.set(light.getPosition()); |
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float invRange = light.getInvSpotRange(); |
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lightData.setVector4InArray(tempPosition.x, tempPosition.y, tempPosition.z, invRange, index++); |
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tempDirection.set(light.getDirection()); |
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float spotAngleCos = light.getPackedAngleCos(); |
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lightData.setVector4InArray(tempDirection.x, tempDirection.y, tempDirection.z, spotAngleCos, index++); |
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} |
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for (DirectionalLight light : tempDirLights) { |
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ColorRGBA color = light.getColor(); |
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float lightTypeAndShadowMap = encodeLightTypeAndShadowMapIndex(light); |
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lightData.setVector4InArray(color.r, color.g, color.b, lightTypeAndShadowMap, index++); |
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tempDirection.set(light.getDirection()); |
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lightData.setVector4InArray(tempDirection.x, tempDirection.y, tempDirection.z, 1f, index++); |
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} |
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for (PointLight light : tempPointLights) { |
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ColorRGBA color = light.getColor(); |
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float lightTypeAndShadowMap = encodeLightTypeAndShadowMapIndex(light); |
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lightData.setVector4InArray(color.r, color.g, color.b, lightTypeAndShadowMap, index++); |
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tempPosition.set(light.getPosition()); |
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float invRadius = light.getInvRadius(); |
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lightData.setVector4InArray(tempPosition.x, tempPosition.y, tempPosition.z, invRadius, index++); |
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} |
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} |
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protected void updateShadowUniforms(Renderer renderer, Shader shader, int nextTextureUnit) { |
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} |
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@Override |
|
||||||
public void render(RenderManager renderManager, Shader shader, Geometry geometry, int nextTextureUnit) { |
|
||||||
Renderer renderer = renderManager.getRenderer(); |
|
||||||
Matrix4f viewMatrix = renderManager.getCurrentCamera().getViewMatrix(); |
|
||||||
updateLightListUniforms(viewMatrix, shader); |
|
||||||
updateShadowUniforms(renderer, shader, nextTextureUnit); |
|
||||||
renderer.setShader(shader); |
|
||||||
renderMeshFromGeometry(renderer, geometry); |
|
||||||
} |
|
||||||
|
|
||||||
} |
|
@ -1,38 +0,0 @@ |
|||||||
/* |
|
||||||
* Copyright (c) 2009-2016 jMonkeyEngine |
|
||||||
* All rights reserved. |
|
||||||
* |
|
||||||
* Redistribution and use in source and binary forms, with or without |
|
||||||
* modification, are permitted provided that the following conditions are |
|
||||||
* met: |
|
||||||
* |
|
||||||
* * Redistributions of source code must retain the above copyright |
|
||||||
* notice, this list of conditions and the following disclaimer. |
|
||||||
* |
|
||||||
* * Redistributions in binary form must reproduce the above copyright |
|
||||||
* notice, this list of conditions and the following disclaimer in the |
|
||||||
* documentation and/or other materials provided with the distribution. |
|
||||||
* |
|
||||||
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors |
|
||||||
* may be used to endorse or promote products derived from this software |
|
||||||
* without specific prior written permission. |
|
||||||
* |
|
||||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
|
||||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED |
|
||||||
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
|
||||||
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR |
|
||||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
|
||||||
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
|
||||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
|
||||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF |
|
||||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING |
|
||||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
|
||||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
|
||||||
*/ |
|
||||||
package com.jme3.shadow.next; |
|
||||||
|
|
||||||
/** |
|
||||||
* @author Kirill Vainer |
|
||||||
*/ |
|
||||||
public interface ShadowParameters { |
|
||||||
} |
|
Loading…
Reference in new issue